[Openal] Stereo Panning
Paul Wilkinson
cremoni at gmail.com
Fri Jun 29 09:16:03 PDT 2007
Thanks for this. Is it possible to pan stereo music files with no loss in
audio quality? I.e., is there a way to position a source and listener space
that turns off spatial calculations?
On 6/29/07, Jason Daly <jdaly at ist.ucf.edu> wrote:
>
> Paul Wilkinson wrote:
> > We're implementing an audio system for 2D games and are trying to
> > decide between OpenAL and DirectX as a renderer.
> >
> > I read somewhere in the archives that stereo panning had to be
> > implemented manually. What exactly does this mean? Do I need to stream
> > and scale the sample data?
>
> To put it simply, if you have a mono sound sample or stream, and you
> want to position it in 3D space, OpenAL will do this for you (including
> panning, distance attenuation, etc.).
>
> If you have a stereo sample or stream, OpenAL assumes that you want this
> to be played normally (not spatialized), so it will not apply any
> panning, attenuation, etc.
>
>
> >
> > How exactly would I implement stereo panning of mono and stereo sources?
> >
>
> For a mono source, you simply set the listener and source's position,
> and OpenAL takes care of the rest. For a stereo source, you'd have to
> do some more work. A common method is to split the stereo sound into
> left/right mono sounds and render it using two sources.
>
> --
>
> --"J"
>
> "I'm a castaway stranded in a desolate land,
> I can see the footprints in the virtual sand."
> --Neil Peart
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://opensource.creative.com/pipermail/openal/attachments/20070629/487c1e52/attachment.html
More information about the Openal
mailing list